System and method for cross-platform and cross-game virtual asset creation and management

ABSTRACT

A system for cross-platform virtual asset creation and management comprises a first computer game having a first set of virtual assets denominated in a first currency, a second computer game having a second set of virtual assets denominated in second currency and a gamer set of virtual assets denominated in a third currency. The games are accessible through a centralized server connected to a communications network. The system includes a currency exchange engine which permits the gamer to play a first game denominated in the first currency, win assets in that first currency and then exchange those assets for assets denominated in the third currency. Therefore, the gamer can play one game, win assets and then exchange the assets using the currency exchange engine for assets used on a second game and denominated in another currency.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional PatentApplication No. 61/468,028 by the same inventor filed on Mar. 27, 2011.

FEDERAL SPONSORSHIP

N/A

FIELD OF THE INVENTION

This invention relates to computer generated virtual reality such asthose used in computer games and virtual social networking applicationsusing computer graphics processing; specifically, to a system and methodfor cross-platform and cross-game virtual asset creation and managementusing a currency exchange engine wherein the currency can be any form ofvirtual or real asset such as an avatar and wherein virtual paymentidentification and authorization may be required.

BACKGROUND OF THE INVENTION

In computing cross-platform or multi-platform is an attribute conferredto computer software or computing methods and concepts that areimplemented and inter-operate on multiple computer platforms. Oneexample is being able to operate a particular computer game designed forone gaming platform on another gaming platform. Cross-platform softwaremay be divided into two types: one that requires individual building orcompilation for each platform that it supports; and, the other one thatcan be directly run on any platform without special preparation, e.g.,software written in an interpreted language or pre-compiled portablebyte code for which the interpreters or run-time packages are common orstandard components of all platforms.

For example, a cross-platform application may run on Microsoft Windowson the x86 architecture, Linux on the x86 architecture and Mac OS X oneither the PowerPC or x86 based Apple McIntosh systems. A cross-platformapplication may run on as many as all existing platforms, or on as fewas two platforms.

In order for software to be considered cross-platform, it must be ableto function on more than one computer architecture or operating system.This can be a time-consuming task given that different operating systemshave different application programming interfaces or APIs (for example,Linux uses a different API for application software than Windows does).

Just because a particular operating system may run on different computerarchitectures does not mean that the software written for that operatingsystem will automatically work on all architectures that the operatingsystem supports. For instance, as of August 2006 OpenOffice.org did notnatively run on the AMD64 or Intel 64 lines of processors implementingthe x86-64 64-bit standards for computers. This has since been changedand the OpenOffice.org suite of software is “mostly” ported to these64-bit systems. Furthermore, just because a program is written in apopular programming language such as C or C++ it does not mean it willrun on all operating systems that support that programming language oreven on the same operating system on a different architecture.

Cross-platform is a term that can also apply to video games released ona range of video game consoles and specialized computers dedicated tothe task of playing games. Examples of cross-platform games include:

-   -   Miner 2049er    -   Phantasy Star Online    -   Tomb Raider: Legend    -   FIFA Series

Each has been released across a variety of gaming platforms, such as theNintendo Wii, PlayStation 3, Xbox 360, personal computers (PCs), andmobile devices.

The characteristics of a particular system may lengthen the time takento implement a video game across multiple platforms. So a video game mayinitially be released on a few platforms and then later released onremaining platforms. Typically, this situation occurs when a new gamingsystem is released because video game developers need to acquaintthemselves with the hardware and software associated with the newconsole.

Several developers have implemented means to play games online usingdifferent platforms. Epic Games, Microsoft, and Valve Software allpossess technology that allows Xbox 360 and PlayStation 3 garners toplay with PC garners, leaving the decision of which platform to use toconsumers.

A virtual asset is a representation of currency (real and simulated) andwealth in some environment or situation. Currency can be defined aseither a medium of exchange or a property that has value in a specificenvironment such as a real world monetary value, a video game or afinancial trading simulation exercise. Monetary virtual assets are oftencalled virtual currency.

Within the world of gaming, virtual assets also include tokens that givethe player greater privileges or abilities, such as a special sword or amagic potion. Like the gold and money in games these assets can betraded for real world currency.

With present technology, and not withstanding efforts at making gamesplayable on a variety of platforms, there is still a deficiency ingaming technology with respect to exchanging the currency of one gamefor the currency of another game. Specifically, it is not possible toearn virtual assets from on one gaming platform using one currency andtransfer these virtual assets to the real world or another gamingplatform using another currency.

OBJECTS AND ADVANTAGES OF THE INVENTION

Accordingly, it is an object of the present invention to provide asystem of cross-platform virtual asset creation and management.

Another object of the invention is to permit players of a first game toearn virtual assets playing a second game and then transferring thoseassets to the first game using a currency exchange engine.

A further object is to permit a player of one game to play that game ona variety of platforms.

Still another object is to permit a player of one game to play that gameover a cellular telephone communications network.

SUMMARY OF THE INVENTION

The invention is a system for cross-platform and cross-game virtualasset creation and management using a currency exchange engine. Theinvention permits cross-platform management (that is using multipledevices) and cross-game (using multiple games) asset management. Avirtual asset, once registered in a centralized web environment, may beused on different game titles. The invention creates an open platformfor all types of virtual assets.

In the context of virtual asset creation and by way of example, avirtual asset such as a 3-D car model may be modeled by a hobby artistand distributed, that is, sold through the system of the invention. Thisvirtual asset may be used and imported into a new game by any gamedeveloper. The system of the invention will save the game developertime, effort and expense in modeling and creating virtual assets for agame. Smaller developers can benefit from an unlimited number of virtualassets created and sold through the system of the invention.

The invention is a currency exchange engine or a virtual asset“translation terminal” that permits the handling of virtual assetscross-platform and cross game.

The invention system includes a centralized database will containdefinitions of virtual assets such as the racing car virtual asset notedabove. The data format may also contain various features of the virtualasset that may increase the value of the virtual asset:

1. 3D Model data for car body including color and texture;2. 3D Model Data for wheels;3. 3D Model Data for dynamic system (shocks, suspension, center ofmass); and,4. Value of the virtual asset.

The system data format is an open and expandable system similar to XMLthat has a hierarchical structure. The format can be extended andadjusted to any kind of possible virtual asset. It will be able forexample to hold a virtual living object such as a plant as well as asword or armor. A plant might have properties like growth rate (cm perday or hour) an armor might have a hit to failure ratio and a sword mayhave a damage value and a weight. The system of the invention will inall cases allow a game developer to take advantage existing virtualassets created by others and registered on the database of theinvention.

The system includes a communications network. In one embodiment thecommunications network is the Internet. In another embodiment, thecommunications network is a cellular telephone network.

In the context of virtual asset management by a gamer, the inventionfurther includes a central server that is accessible by players of thegame over the communications network. The server acts as a bridgebetween gaming platforms and between games. For example, in oneembodiment of the invention, a player may commence a game on an XBOXplatform at home using the XBOX console. During play, the player isattempting to win or gather virtual assets in an XBOX currency that willallow the player to advance in the game. These virtual assets can bestored on the central server under the player's identity in thatparticular currency. The centralized server is platform independent andso any virtual asset from a number of games can be stored on thecentralized server. The player would undergo a registration process witha central server authority in order to have permission to store andaccess virtual assets. In one embodiment of the invention a subscriptionfee can be charged to the player by the central server authority. Awayfrom the XBOX platform, the player may access the same database ofvirtual assets in the XBOX currency by communicating with the centralserver over a cellular telephone network using, for example, an iPhoneor iPod. The XBOX platform based game can be accessed from the serverand the player's virtual assets can be unlocked for continued play. Inthis manner, the player can continue to play the same game andaccumulate virtual assets. New assets accumulated can be stored on theremote server under the player's identity.

To prevent fraudulent use of the centralized server and potential theftor corruption of a player's virtual assets stored on the centralizedserver, player must enroll with the centralized server authority and beprovided with a unique identify code to gain access to the centralserver.

The enrolment process may include the completion of the following datafields:

1. Name of the player;2. Name of the games to be accessed by the player;3. Version of the games to be accessed by the player; and,4. Game assets to be made available to the player and an initial valueof those game assets.

Once the enrolment process is complete the player would be issued aunique user identifier which would be used to access the centralizedserver and unlock virtual assets.

In another embodiment of the invention a player can accumulate virtualassets in a first game denominated in a first currency by playing asecond game denominated in a second currency. Virtual assets in thesecond game currency can be valued and exchanged for virtual assets inthe first game currency using a currency exchange engine. The secondgame need not be as difficult or require the same set of skills as thefirst game. Therefore, the virtual assets accumulated by playing thesecond game will have less value than similar assets accumulated byplaying the first game. Hence, the currency exchange engine has aprogrammable weighting algorithm to ensure a fair exchange. For example,if the first game is a game where the virtual asset to be won is anautomobile there may be a requirement for extensive play to accumulatethe points or score to purchase or win the automobile. Through thepresent invention, a player can access a second game on the centralizedserver. The second game does not require the same skill set as the firstgame and so the accumulation of points is easier. These points can beconverted using the currency exchange engine to assets for the purchaseof the automobile in the first game. Therefore, first game virtualassets denominated in first game currency can be accumulated through thecentral server and the currency exchange engine without having to playthe first game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic of one embodiment of the invention.

DESCRIPTION OF THE INVENTION

Our invention (100) is a system for cross-platform virtual assetcreation and management. The system comprises a first computer gameoperating on a first gaming platform (102) and providing a first set ofvirtual assets denominated in a first currency. There is also a secondcomputer game operating on a second gaming platform (104) and providinga second set of virtual assets denominated in a second currency. By wayof example, the description will describe a system comprising two gamesbut the invention can be used for a plurality of games and gamingplatforms (106). There is further a centralized server (108) accessibleby a gamer. The centralized server is also accessible by a game creatorusing the same centralized authority discussed below. Virtual assetcreators can create virtual assets, post them on the server and listthem for sale to game creators using a posted price list.

The server comprises a computer processor (110) which operates the firstand the second gaming platform. The server also comprises a memorydevice (112) for storing the first gaming platform in a first file andthe second gaming platform in a second file. Another accessible filewill store virtual assets created by other for sale to game creatorsthrough the central server. A software program (116) executable by thecomputer processor (110) is programmed for translating the value of thefirst set of virtual assets into an equal value of the second set ofvirtual assets. This is accomplished by a currency exchange engine (120)which exchanges the first currency into the second currency. Thecurrency exchange engine can also be used by virtual asset creators andgame creators in selling and buying virtual assets stored on the centralserver.

For security, the invention further comprises a centralized serverauthority (122) for controlling access by the gamer, virtual assetcreator or game creator to the centralized server (108). The centralizedserver is connected to a communications network (124) connecting to adevice (130) through which the gamer can access the server and play aselected game.

In one embodiment of the invention, the first gaming platform and thesecond gaming platform are downloadable onto the gamer device (130) forgame play. The device may be one of a portable cellular telephone havinga display screen and key functionality for game play or a computerkeyboard/monitor combination.

Since the gamer will already have assets, these assets can be stored onthe server in another memory file (132) accessible by the gamer throughthe central server. The gamer assets can be denominated in the firstcurrency, the second currency or in a third currency. The currency canbe virtual currency or real world currency. If the gamer has beenplaying one of or both of the games accessible from the server then thegamer assets would most likely be denominated in either the first orsecond currency. However, if the gamer is trying to accumulate assetsfor use in a third game then his or her assets can be denominated in athird currency.

The exchange engine (120) is capable of converting the value of theassets of one game into the value of the assets of another game or intoa real currency value so that the gamer can play different games andaccumulate asset wealth in a favoured game. To ensure that the exchangerate is equitable the currency exchange engine includes a weightingsub-routine or algorithm (140) which ensures an appropriate exchangerate between said first, second and third currencies.

Understandably, some games may be easier to play than others. Therefore,if the gamer wishes to obtain assets that are easily obtainable in agame having a relatively easy skill level and convert them into assetsfor a game that demands a higher skill level, the weighting algorithmensures that currency exchange does not take place on a one-to-onebasis. The exchange rate or weighting is dependent upon a relativedifficulty between the first computer game and the second computer gameand a level of play selected by the gamer.

The gamer using the gamer device (130) accesses the server over acommunication network (124) which can be a wireless cellular telephonecommunications network, wireless Internet access or a hard-wired globalcomputer network. The system of the invention includes an encryptedportal (142) through which the gamer obtains access to the centralserver. Gamer access to the server is permission-based and hence thereis a central server authority (122) that provides for gamer enrolment(144) onto the server and provides the gamer a unique identifier forentering the encrypted portal. Game creators and virtual asset creatorswill access the centralized server in a similar manner with similarenrollment requirements.

The gamer's virtual asset account can also be placed on the server andcan be secured by the same unique identifier so that only the gamerhaving permission to access the account is able to use that virtualasset account.

In one embodiment of the invention gamer access to the central server ison a fee for use basis (150). Therefore, the system provides for apayment scheme such as a credit card payment scheme or some similare-payment scheme.

A computer controlled method for cross-platform virtual asset creationand management system is also disclosed in the invention. The methodcomprises the steps of:

-   -   a. Providing a centralized server accessible by a gamer        comprising a computer processor connected to a memory;    -   b. Providing the gamer access through the centralized server to        one of a first gaming platform and a second gaming platform;    -   c. Storing within the memory a first file comprising a set of        first game virtual assets denominated in a first currency, a        second file comprising a set of second game virtual assets        denominated in a second currency and a third file comprising        said gamer's account of virtual assets denominated in a third        currency; and,    -   d. Providing a currency exchange engine operable by said        computer processor for exchanging between the first, second and        third currencies.

For secure gamer access to the central server the method of theinvention comprises the following steps:

-   -   a. Connecting the centralized server to a communications        network;    -   b. Establishing a centralized server authority for gamer access        control;    -   c. Providing a permission to the game player from the        centralized server authority to access the centralized server;    -   d. Providing an encrypted portal accessible by the gamer over        the communications network whereby the game may exercise granted        permission to access the centralized server.

The method of the invention includes the central server authorityissuing the permission in the form of a unique identifier for enteringthe encrypted gaming portal.

The method of the invention also anticipates that the gamer will pay forthe use of the server and so payment means are included.

In one embodiment of the invention, the method of the invention there isa computer controlled method for cross-platform virtual asset creationand management comprising the steps of

-   a. Providing a gamer permission-based access by a centralized server    authority to a centralized server comprising at least two gaming    platforms comprising a respective file of virtual assets having a    respective currency for the at least two gaming platforms and a    gamer account file comprising a record of the gamer's virtual assets    valued in a third currency;-   b. The gamer selecting a game and a level of play from a menu of the    at least two gaming platforms;-   c. The centralized server uploading an appropriate file of virtual    assets in the respective currency for said selected game;-   d. The gamer executing the selected game and winning a plurality of    virtual assets pertaining to the selected game and having a value    established by the respective currency of the selected game;-   e. The gamer terminating the selected game;-   f. Wherein the currency of the selected game is the same as the    currency of gamer's virtual asset file;-   g. Adding the value of the plurality of assets won to the gamer's    virtual asset file.

When the currency of the plurality of virtual assets won in the selectedgame is different than the currency of the gamer's virtual asset filefollowing steps are necessary:

-   a. Executing a currency exchange engine operable by the central    server for translating the value of virtual assets won from the    currency of the selected game to the currency of the gamer's virtual    asset file;-   b. Adding the value of the plurality of assets won to the gamer's    virtual asset file.

By using the currency exchange engine the gamer can upload apredetermined amount of gamer's virtual assets in one currency into agame using another currency.

For a virtual asset creator and a game creator, the system can be usedto post and sell virtual assets that may have a value that isdenominated in a virtual currency or in a real currency. In thisembodiment of the invention the system comprises a plurality of virtualassets created by a virtual asset creator and a game creator. Thevirtual asset creator and the game creator may be developing virtualassets using a first gaming platform and a second gaming platformrespectively. The value of the assets created by the virtual assetcreator may be denominated in a first currency and the gamer may wish topurchase a virtual asset for use in a second denomination. The gamecreator and the virtual asset creator will have access to a systemcentralized server accessible by prior registration and enrollment andby using a permissions-based access module. The system will furthercomprise a computer processor which can operate the first gamingplatform and the second gaming platform. A memory device is included forstoring the first and second gaming platforms. The memory device willcomprise files for storing the virtual assets created by the assetcreator and uploaded to the central server for sale to a game creator.The system further comprises a software program executable by thecomputer processor for translating a first currency value of the virtualasset for sale into a second currency value desired by the purchasinggame creator. There may also be a system facility for bidding on-linefor the virtual asset. The system includes a currency exchange engine ortranslation module for exchanging the first currency into the secondcurrency.

While the invention has been described with respect to specific examplesincluding presently preferred modes of carrying out the invention, thoseskilled in the art will appreciate that there are numerous variationsand permutations of the above described systems and techniques that fallwithin the spirit and scope of the invention.

1. A system for cross-platform virtual asset creation and managementcomprising: a. a first computer game operating on a first gamingplatform and providing a first set of virtual assets denominated in afirst currency; b. at least a second computer game operating on a secondgaming platform and providing a second set of virtual assets denominatedin a second currency; c. a centralized server accessible by a gamer andcomprising a computer processor which operates said first gamingplatform and said second gaming platform, a memory for storing the firstgaming platform in a first file and the second gaming platform in asecond file and a software program executable by said computer processorfor translating said first set of virtual assets into said second set ofvirtual assets; d. a currency exchange engine for exchanging said firstcurrency into said second currency; e. a centralized server authorityfor controlling access by said gamer to said centralized server; f. acommunications network connecting the centralized server to; g. a devicethrough which the gamer can access the server.
 2. The system of claim 1wherein the first gaming platform and the second gaming platform aredownloadable onto said device for game play.
 3. The system of claim 1wherein the device is one of a portable cellular telephone having adisplay screen and a computer keyboard/monitor combination.
 4. Thesystem of claim 1 wherein the said memory stores in a third file a gamervirtual asset account denominated in a third currency.
 5. The system ofclaim 1 wherein said currency exchange engine includes a weightingsub-routine which ensures an appropriate exchange rate between saidfirst, second and third currencies.
 6. The system of claim 5 whereinsaid appropriate exchange rate is dependent upon a relative difficultybetween the first computer game and the second computer game and a levelof play selected by the gamer.
 7. The system of claim 1 wherein saidcommunication network is one of a wireless cellular communicationsnetwork and a hard-wired global computer network.
 8. The system of claim1 wherein said centralized server authority provides the gamer access tothe server through an encrypted portal.
 9. The system of claim 8 whereinthe gamer possesses a unique identifier issued by the centralized serverfor entering said encrypted portal.
 10. The system of claim 9 whereinsaid unique identifier permits the gamer to access said gamer virtualasset account.
 11. The system of claim 10 wherein the centralized serverauthority provides the gamer access through said encrypted portal on afee for use basis.
 12. The system of claim 11 wherein said fee for usebasis is operable using credit card payment means.
 13. The system ofclaim 1 further comprising a plurality of computer games operating on arespective plurality of operating platforms stored on the centralizedserver.
 14. A computer controlled method for cross-platform virtualasset creation and management comprising the steps of: a. Providing acentralized server accessible by a gamer wherein said centralized servercomprises a computer processor connected to a memory; b. Providing saidgamer access through said centralized server to a first gaming platformand a second gaming platform; c. Storing within said memory a first filecomprising a set of first game virtual assets denominated in a firstcurrency, a second file comprising a set of second game virtual assetsdenominated in a second currency and a third file comprising saidgamer's account of virtual assets denominated in a third currency; and,d. Providing a currency exchange engine operable by said computerprocessor for exchanging between said first, second and thirdcurrencies.
 15. The method of claim 14 wherein the step of providing thegamer access to the centralized server includes the steps of: a.Connecting the centralized server to a communications network; b.Establishing a centralized server authority for gamer access control; c.Providing a permission to the game player from said centralized serverauthority to access the centralized server; d. Providing an encryptedportal accessible by the gamer over said communications network wherebythe game may exercise said permission to access the centralized server.16. The method of claim 15 wherein the step of providing the permissionincludes the step of the centralized server authority issuing the gamera unique identifier for entering said encrypted portal.
 17. The methodof claim 16 further comprising the step of the gamer paying for accessto the centralized server by payment means.
 18. A computer controlledmethod for cross-platform virtual asset creation and managementcomprising the steps of: a. Providing a gamer permission-based access bya centralized server authority to a centralized server comprising atleast two gaming platforms comprising a respective file of virtualassets having a respective currency for said at least two gamingplatforms and a gamer account file comprising a record of said gamer'svirtual assets valued in a third currency; b. Said gamer selecting agame and a level of play from a menu of the at least two gamingplatforms; c. Said centralized server uploading an appropriate file ofvirtual assets in said respective currency for said selected game; d.The gamer executing the selected game and winning a plurality of virtualassets pertaining to the selected game and having a value established bythe respective currency of the selected game; e. The gamer terminatingthe selected game; f. Wherein said currency of the selected game is thesame as the currency of gamer's virtual asset file; g. Adding the valueof said plurality of assets won to the gamer's virtual asset file. 19.The method of claim 18 wherein after step (18(e)) the currency of theplurality of virtual assets won in the selected game is different thanthe currency of the gamer's virtual asset file necessitating thefollowing steps: a. Executing a currency exchange engine operable by thecentral server for translating the value of virtual assets won from thecurrency of the selected game to the currency of the gamer's virtualasset file; b. Adding the value of the plurality of assets won to thegamer's virtual asset file.
 20. The method of claim 19 whereby usingsaid currency exchange engine the gamer can upload a predeterminedamount of gamer's virtual assets in one currency into a game usinganother currency.